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<blockquote data-quote="bento" data-source="post: 3973961" data-attributes="member: 36597"><p>The other side of gaming with kids is my trepidation with using any D20 system. I'd really have to minimize or simplify much of what's there as so much of it is steeped in RPG gamer assumptions. I've downloaded other folk's attempts at "kiddie-fying" D20, but I'm unsatisfied with the results. KEP (mentioned earlier) comes close but it entirely avoids magic rules.</p><p></p><p>Character sheets are another bugaboo - there's entirely too much information to spark a kid's imagination. They might as well be looking at a racing form. The closest to a simplified sheet is one that Goodman Games made, which was based on the old 1st Ed character sheet that I'd be most likely to use.</p><p></p><p>Rule sets like FUDGE/ <a href="http://www.faterpg.com/" target="_blank">FATE</a> come closer to me as being "kid friendly", as you only use criteria that are important to your game or your players. From what I recall reading it, Faery Tale seems to have taken a chapter or two out of the FATE rules.</p><p></p><p>I really like FATE's character development rules, which seem organic and allow the players to develop a well-rounded backstory and character abilities that match their experience. If you haven't read the FATE rules before, character generation is a collaborative effort between all the players and the GM. This seems much more like how kids play than D&D's rolling a character up. The only problem I have with FATE is the lack of structure that I helps me put together and run a game. A GM is left on their own to develop NPC stats - you can't just copy stuff from a Monster Manual or PHB.</p><p></p><p>I could see a hybrid betweek KEP and FATE, where ability stats (S/D/C/I/W/Cha) are kept, but skills, feats, equipment and other character-specific items are developed through group collaboration. I'd probably keep the FUDGE resolution engine, but I also like having ability scores on hand to help decide issues like bluff or strength checks. </p><p></p><p>Any thoughts?</p></blockquote><p></p>
[QUOTE="bento, post: 3973961, member: 36597"] The other side of gaming with kids is my trepidation with using any D20 system. I'd really have to minimize or simplify much of what's there as so much of it is steeped in RPG gamer assumptions. I've downloaded other folk's attempts at "kiddie-fying" D20, but I'm unsatisfied with the results. KEP (mentioned earlier) comes close but it entirely avoids magic rules. Character sheets are another bugaboo - there's entirely too much information to spark a kid's imagination. They might as well be looking at a racing form. The closest to a simplified sheet is one that Goodman Games made, which was based on the old 1st Ed character sheet that I'd be most likely to use. Rule sets like FUDGE/ [URL=http://www.faterpg.com/]FATE[/URL] come closer to me as being "kid friendly", as you only use criteria that are important to your game or your players. From what I recall reading it, Faery Tale seems to have taken a chapter or two out of the FATE rules. I really like FATE's character development rules, which seem organic and allow the players to develop a well-rounded backstory and character abilities that match their experience. If you haven't read the FATE rules before, character generation is a collaborative effort between all the players and the GM. This seems much more like how kids play than D&D's rolling a character up. The only problem I have with FATE is the lack of structure that I helps me put together and run a game. A GM is left on their own to develop NPC stats - you can't just copy stuff from a Monster Manual or PHB. I could see a hybrid betweek KEP and FATE, where ability stats (S/D/C/I/W/Cha) are kept, but skills, feats, equipment and other character-specific items are developed through group collaboration. I'd probably keep the FUDGE resolution engine, but I also like having ability scores on hand to help decide issues like bluff or strength checks. Any thoughts? [/QUOTE]
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